Saturday, October 12, 2013

Space Conquest v.31

Fresh new update for Space Conquest rolling out the factory today. It is a big bug fix update, but also includes some neat little add ons. For this cool release:

Time Bending Games - added Logo with link to the main website on game start

Sounds:
  • Button Press Sound - when a button is pressed (duh)
  • Player Ship Firing Sound - occurs when shooting
  • Enemy Firing Sound - occurs when the enemy is shooting
  • Command Station Capture Sound - really helpful for determining when you have captured the planet
  • Player Ship Engines - makes a rumbling noise when traveling forward or backward
  • Pack Sound - occurs when you pick up a pack, same sound used in battle ball
Bug Fixes:

  • save/clear/load buttons, the popup message said undefined.
  • Health and energy packs would overfill the player ship.
  • fixed typo in a description - captured is now captured.
  • On level 2, the mini-map planet was in front of the mini-map player ship.
  • Unobtainium packs do not give double after claiming the pack worth doubler.
  • when loading an empty save slot, unobutainium was set to 0 instead of 10.
  • Achievement 11 description fix.
  • changed locations of turrets on asteroid on level 3.

The next release is a ways out, but it will have the next 5 levels (5-10) and other new features to keep the game interesting.

Please Comment with any suggestions you have!!!

Cheers,

Jordan

Sunday, September 29, 2013

Space Conquest v.3

It has been a long time since the last update for Space Conquest. 1 year and 8 months, to be exact. This is the first official release on its track towards version 1.0, where it will be released to kongregate.

Release notes for v.3:

  • Levels - 5 levels in this update, level 1 being a tutorial.
  • Save Load Menu - Has 10 save slots to chose from.
  • Stats Menu - Includes a horde of 20 different stats, from accuracy to ship rotations.
  • Achievements Menu - 20 different kinds of achievements, each with 4 tiers. earning tiers gives you achievement points. earning tier 1 gives 1 point, tier 2 gives 2 points, tier 3 gives 3 points, and tier 4 gives 4 points. this makes every achievement series worth 10 points when completed. you can claim specials when you reach a certain number of acheivement points. This includes command center capture speed, and pickup worth.
  • Level Select Menu - hexagonal level select that looks awesome. as stated above, only levels 1 - 5 work. Select the level to see a discription, then press play to... play the level!
  • Upgrade Menu - includes upgrades for hull strength, energy tanks, repair bots, solar panels, damage, and reload speed. each of these can be upgraded 13 times.
  • Settings Menu - Includes Quality Changer, and a Sound On/Off. the sound On/Off doesnt currently work, as there are no implemented sounds in the game.
  • Level Summary Menu - Summary after the completion or failure of a level, which contains a handful more level specific stats.
  • Gameplay - changed the way to win, there is now a command station on each capturable planet. There are also some refill stations on some of the planets, giving the player vital energy and health. These can only be used when the planet is captured.
With this update, I am planning on adding a preloader as well, hopefully there will be no bugs with the loading process. In the next update, I am planning on releasing sounds and achievement notifications. This may be released with bug fixes in v .31, or later in versions .4 and above.

As always, 

Please Comment with any suggestions you have!!!

Cheers,

Tiuipuv

Friday, September 13, 2013

Loading Bars and Progress Update

Im currently implementing a loading bar into into Battle Ball:

Space Conquest and Sky Drive will be soon to follow, although I don't know if it will be easy to implement over at Kongregate. This will eliminate the white screen where you wait for the game to load and replace it  with a nice progress bar. The loading screens will most likely be updated separately from the game itself. Planning on putting up the Battle Ball loading bar tonight.

On another note, here is a taste on some of the progress I have made since the last updates:
  • Space Conquest is almost ready to be released as beta .3, just a few levels and some optimizations left to go. It will also need a loading bar for .3 release.
  • Sky Drive v 1.21 is almost ready to be released also, just a few more features to be implemented, Including a loading bar.
  • Battle Ball is currently being altogether reconstructed because of issues with my old developing technique. Unfortunately, this will set back the release of .9 a long ways, so end of the summer release is not going to make it. It will take a while to fix all of the problems caused by switching to a newer system, but when it is fixed, development speed should be considerably faster.
As always, please comment with any and all suggestions you have! It would be greatly appreciated.

Cheers,

Tiuipuv

Wednesday, June 12, 2013

Sky Drive v1.20

Another update for Sky Drive. Since my summer has officially started, I will be more active in updating my games. After this update, unless there are some great ideas presented to me or bugs that need to be fixed, I will be starting up on Battle Ball again. This update includes:
  • Animations - new animations for every powerup, except for the speed powerup, as it affects everyone.
  • x2, x3, and x4 powerup's duration are increased from 4 seconds to 7 seconds
  • invincibility powerup is increased from 4 seconds to 7 seconds
  • firerate powerup duration is decreased from a glitch of 40 seconds down to 27 seconds.
  • toggle switch - made all of the player animations toggleable (on or off) from the main menu.
I may fix a few bugs on this, but hopefully, like I said earlier, Battle ball should be in the works. I am hoping to get Battle Ball v.9 out by the end of the summer. We can hope at least. Until next time, and remember, as always,

Please comment with any suggestions you have!!!

Cheers,

Tiuipuv

Monday, June 10, 2013

Sky Drive v 1.18

This is a minor update in appearance, but underneath, the game was totally rebuilt. This will bring major performance improvements, but with that, there are lots of bugs to be found and fixed. If you find any bugs, don't hesitate to leave a comment here or over at my kongregate account. Improvements in this release include, but are not limited to:
  • Day and Night Cycle - Day and Night time periods are doubled, leaving it to be about 28 seconds of morining, day, evening, and night.
  • Changed cloud texture - cloud texture was reported as looking too real (cool, i made a good graphic), so to match the rest of the game, the texture was toned down a notch.
  • Powerups - made all of the powerups more visible/brighter and made the speed powerup available for more than just one player.
  • Pause Menu - added a quit button in the pause menu, which will take you back to the main menu
  • UI improvements - changed 'Day / Night' toggle to 'Always Day'. This is to clear confusion over what it does. Also, you can now continue on another run by pressing enter or clicking continue.
  • Moons - added moons that float by during the night, with 14 different moons ranging from full moon to new moon.
  • Platforms - platforms should no longer overlap
  • Finish Screen - players can now continue on another run by pressing enter or clicking continue. Additionally, the platforms slow over time after the run is finished.
 I plan that my next release will include powerup indicators or something of that flavor. After that, I may release a version with sounds, teams, and any other ideas that are given to me.

Please comment with any suggestions you may have!

Cheers,

Tiuipuv 

Sunday, April 28, 2013

Sky Drive v 1.17

This is a relatively major update to Sky Drive's Background and Art. Also, I forgot to mention the release of Sky Drive v 1.16 that was for Kongregate only. That update was to support Kongregate's built in High Scores system. This release contains a new Day / Night Cycle System that has 4 different times in the day.
They are:
       Morning (12 Seconds)
       Daytime (14 Seconds)
       Evening  (12 Seconds)
       Night     (14 Seconds)

I also improved other graphics, such as the clouds and the background.

On another note, I have made some more progress on Battle Ball, Unfortunately, Levels 6-10 is a lot harder to make than I imagined. I have fixed a list of about 30 different bugs though, so there is still hope.

Cheers,

Tiuipuv

Sunday, March 17, 2013

Battle Ball v.85 Beta

Long time Since my Last release, but for good reasons. I have been working on levels 6-10, but as I was, I found so many problems with the current released version that I put together this version. Changes:

  • Save/Load - fixed major bug where when the Boss Levels Button in the Level Select Menu was pressed, It cleared all of the save data and caused very weird bugs when loading.
  • Spawning - Made all of the enemies spawn from a floating background object. This object will most likely be the 15th boss, so when you kill the 15th boss, enemies will no longer spawn. Woo, A finish!
  • Graphics - Changed the Battle Ball Turret to blue, along with the Bullets. This was because the levels 6-10 enemies will be green, so I did not want too much confusion.
  • Animations - made a death animation for the ball (really cool), and an animation for the turret being spawn from the background object.
  • Sounds - added Button Press, Ball Shot, Enemy Shot, Ball Death, Boss Death, Menu Ambient Sound, Boss Music, Ball Reload, Pick up sound, Level Sound. All Sounds Courtesy of http://www.freesound.org. More sounds coming soon.
  • Options - added 2 settings: Mute and Background objects. NOTE: to change the settings, click where it says on or off, backspace it all, and type in on or off. Comment if you have any trouble doing so.
  • Balancing - Upgrade cost now goes up a lot slower, and maxes at a cost of 4 instead of 5.
If you find a bug, have a suggestion, or even just want to say hi, feel free to leave a comment. Go Battle Ball!!

Cheers,

Tiuipuv

Saturday, December 15, 2012

Battle Ball v.84 Beta

This may look pretty much the same, but under the hood, It has been totally redesigned.
  • Lines of code -Removed in excess of 4000 lines of code.
  • Performance  - By removing this, testing shows that game fps has increased by almost double. Also, It has become more stable by doing this under-the-hood work.
  • Bugs -Removed tons of bugs, including random bullets from multiple boss turrets, health-bars not going away, Menu issues, Saving glitches, and much much more.
  • UI improvements - Instead of just saying locked on the levels that are locked, they specify what level you will need to be in order to play the level.
  • Notifications -tells you when you unlock a new level while you are playing.
With these grand improvements, I am excited to start work on levels 6-10. If anyone has any ideas that would improve Battle Ball or other games of mine, feel free to leave a comment here or at kongregate. My kongregate username is Tiuipuv.
Cheers,

Tiuipuv

Friday, November 9, 2012

Space Conquest

Space Explorer is now being renamed to Space Conquest. This is being done for various reasons, but mostly because Space Conquest sounds cooler!

Keep ya updated,

Tiuipuv

Saturday, October 13, 2012

Battle Ball v.83 Beta

This update is very big, and I hope it is well liked. It includes many improvements, such as changes in cost for the upgrades and the much waited for Save Slots. Thats right, Battle Ball now has a new Save/Load menu, and 3 new functions for each Save Slot. These Functions are Save, Load, and Clear Saved Data. nearby those 3 new functions, it says when it was saved (MM/DD/YYYY) and the Level of the Battle Ball. Additionally, as with almost all other updates, there were many performance tweaks and hordes of bug fixes. With this new save system, though, I expect many more bugs to pop up, so please let me know if you find one or if you have any ideas for future releases of Battle Ball. Check back often for more updates on my games!

Cheers,

Tiuipuv